Creating a tile

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RayB
Posts: 140
Joined: Fri Mar 06, 2015 3:45 am

Creating a tile

Post by RayB »

You can draw or remove floor tiles or squares in the dungeon using the dungeon editor tool accessed with the #3 key. Is there any to do this using a dungeon script to add or remove floor tiles on the fly?
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Creating a tile

Post by minmay »

Tiles and the heightmap are immutable as far as I know. Of course you can fill a level with empty tiles and dynamically spawn and destroy floor/wall/ceiling/obstacle objects as needed, but you won't be able to change move sound, heightmap material, or underwater.
Grimrock 1 dungeon
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RayB
Posts: 140
Joined: Fri Mar 06, 2015 3:45 am

Re: Creating a tile

Post by RayB »

Once again, thanks for the info. You saved me from wasting a lot of time.
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Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: Creating a tile

Post by Isaac »

minmay wrote:Tiles and the heightmap are immutable as far as I know. Of course you can fill a level with empty tiles and dynamically spawn and destroy floor/wall/ceiling/obstacle objects as needed, but you won't be able to change move sound, heightmap material, or underwater.
For the sound, you [effectively] can with a party hook. Just have it check for a custom (silent) tile, and/or the location and play the desired sound effect.
RayB wrote:Is there any to do this using a dungeon script to add or remove floor tiles on the fly?
You could use a void tile, and use tables to spawn/or destroy sets of assets to it.
It's kind of involved though.

**And yes, I just noticed this is in the Grimrock forum, not Grimrock 2. So not the void tile I was thinking about.
Last edited by Isaac on Fri Mar 20, 2015 9:47 pm, edited 1 time in total.
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Creating a tile

Post by minmay »

Isaac wrote:
minmay wrote:Tiles and the heightmap are immutable as far as I know. Of course you can fill a level with empty tiles and dynamically spawn and destroy floor/wall/ceiling/obstacle objects as needed, but you won't be able to change move sound, heightmap material, or underwater.
For the sound, you [effectively] can with a party hook. Just have it check for a custom (silent) tile, and/or the location and play the desired sound effect.
Well yeah, I figured that was obvious. Similarly, you should also be able to change the heightmap's textures in 2.2.4 with MaterialEx:setTexture(). There's no way you can reasonably imitate dynamic water tiles though.
Isaac wrote:**And yes, I just noticed this is in the Grimrock forum, not Grimrock 2. So not the void tile.
I assumed it was just posted in the wrong subforum due to the topic title but upon re-reading you may be right. You can imitate wall/floor to some extent in Grimrock 1 by dynamically spawning and destroying models and obstacles, too, but this a terrible idea at a large scale because Grimrock 1 uses level geometry for occlusion; you will end up rendering the entire level at once. Also you can't stop the player from throwing items at the fake walls.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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